using UnityEngine;

namespace M13
{



    public class TurfMeshData
    {
        public static readonly Vector3[] TurfVercites = new Vector3[20]
        {
            //y
            new Vector3(0, 0.25f, 0),
            new Vector3(0, 0.25f, 1),
            new Vector3(1, 0.25f, 1),
            new Vector3(1, 0.25f, 0),
            
             //-x 3
            new Vector3(0, 0, 1),
            new Vector3(0, 0.25f, 1),
            new Vector3(0, 0.25f, 0),
            new Vector3(0, 0, 0),
            //z 
            new Vector3(1, 0, 1),
            new Vector3(1, 0.25f, 1),
            new Vector3(0, 0.25f, 1),
            new Vector3(0, 0, 1),
            //x 2
            new Vector3(1, 0, 0),
            new Vector3(1, 0.25f, 0),
            new Vector3(1, 0.25f, 1),
            new Vector3(1, 0, 1),
            //-z 0
            new Vector3(0, 0, 0),
            new Vector3(0, 0.25f, 0),
            new Vector3(1, 0.25f, 0),
            new Vector3(1, 0, 0)
           
        };

        public static readonly Vector2[] TurfTopUvs = new Vector2[4]
        {
            new Vector2(0,0),
            new Vector2(0,1),
            new Vector2(1,1),
            new Vector2(1,0)
        };

        public static readonly Vector2[] TurfSideUvs = new Vector2[4]
        {
            new Vector2(0, 0),
            new Vector2(0, 0.25f),
            new Vector2(1, 0.25f),
            new Vector2(1, 0)
        };

        //public static readonly int[] TurfTriangles = new int[30]
        //{
        //    0, 1, 2, 0, 2, 3,
        //    4, 5, 6, 4, 6, 7,
        //    8, 9, 10, 8, 10, 11,
        //    12, 13, 14, 12, 14, 15,
        //    16, 17, 18, 16, 18, 19
        //};
    }
}